Marvel ultimate alliance OPENBOR project

JnsSvr

New member
Hi guys!! Im new here, I'm trying a project but I'm very new to this engine, I'm learning the basics but I wanted some help because what I want to do is something a little different. The idea is to make a 2D Marvel Ultimate Alliance with movement in 8 directions and attacks also in these directions, I'm drawing the sprites myself.

20240419_120836.gif


So, my question at the moment is how to use an animation of walking towards the diagonal and attacks in that direction, whoever can help with some future questions I would really appreciate it, thank you for your attention.
 
Hi,

Seems more like a 3D game than a 2D game then, no ? To me, what makes a game 2D or 3D is not the way it's rendered, but how it works gameplay wise. In that sense, what you're trying to make is more a 3D game than a 2D one.

Animation wise, I don't think it's possible to do handle what you want with basics OpenBOR features, but it should be possible to do with relatively simple scripts detecting keys and direction.

Still, if you really plan to have attacks in all directions, that will be a lot of work to do in a sprite-based engine... So if were you I'd really make sure this is the game concept you want.

For example, if you keep movement in 8 directions but only allow attacks to the left or to the right, then everything becomes a lot more simpler to do. And then you have something a lot closer to a 2D brawler game. I think the majority of OpenBOR games work like that actually (it's just that there is no specific animation for each of the 8 directions, but you can still move your character in these directions).
 
@JnsSvr

pretty good,
i think it is possible , and your game can end up with a gameplay similar to turtles re-shelled at minumum, which had 8 directional attacks from the main characters

the amount of work that you need to do doubles if not quadruples, because every attack, pain animation, walk, jump, run, etc has to have upward, downward, profile, up right, down right renderings, and if you make your character asymmetrical , then you need left up, left profile, down left frames too.


here are some other sprite games that feature 8 directions:


i think that it will end up like a Gate of doom/Gauntlet legends type of game
 
Hi guys!! Im new here, I'm trying a project but I'm very new to this engine, I'm learning the basics but I wanted some help because what I want to do is something a little different. The idea is to make a 2D Marvel Ultimate Alliance with movement in 8 directions and attacks also in these directions, I'm drawing the sprites myself.

View attachment 7869


So, my question at the moment is how to use an animation of walking towards the diagonal and attacks in that direction, whoever can help with some future questions I would really appreciate it, thank you for your attention.
Welcome,
Wolverine look insane but it does seem like a insane amount of work is to be taken into account on your part.
Would this game play like any other side scroller?
If so, would you consider using MVC2 sprites?
All the best.
 
@JnsSvr

pretty good,
i think it is possible , and your game can end up with a gameplay similar to turtles re-shelled at minumum, which had 8 directional attacks from the main characters

the amount of work that you need to do doubles if not quadruples, because every attack, pain animation, walk, jump, run, etc has to have upward, downward, profile, up right, down right renderings, and if you make your character asymmetrical , then you need left up, left profile, down left frames too.


here are some other sprite games that feature 8 directions:


i think that it will end up like a Gate of doom/Gauntlet legends type of game

@JnsSvr

pretty good,
i think it is possible , and your game can end up with a gameplay similar to turtles re-shelled at minumum, which had 8 directional attacks from the main characters

the amount of work that you need to do doubles if not quadruples, because every attack, pain animation, walk, jump, run, etc has to have upward, downward, profile, up right, down right renderings, and if you make your character asymmetrical , then you need left up, left profile, down left frames too.


here are some other sprite games that feature 8 directions:


i think that it will end up like a Gate of doom/Gauntlet legends type of game
Thanks very much for sharing these videos, it is the perfect example of what I want to do. and it was exactly watching these games and others that I had this idea, apart from the intention of wanting to do it with movement and attack in 8 directions, the rest is very simple, it would work like any other beat em up, I just want to try more dynamic gameplay ideas.
 
@JnsSvr

pretty good,
i think it is possible , and your game can end up with a gameplay similar to turtles re-shelled at minumum, which had 8 directional attacks from the main characters

the amount of work that you need to do doubles if not quadruples, because every attack, pain animation, walk, jump, run, etc has to have upward, downward, profile, up right, down right renderings, and if you make your character asymmetrical , then you need left up, left profile, down left frames too.


here are some other sprite games that feature 8 directions:


i think that it will end up like a Gate of doom/Gauntlet legends type of game

Welcome,
Wolverine look insane but it does seem like a insane amount of work is to be taken into account on your part.
Would this game play like any other side scroller?
If so, would you consider using MVC2 sprites?
All the best.

Thanks very much dude, I'm glad you liked it!! and yes, basically it would be like a traditional beat em up, the only difference is the movement and attacks being in 8 directions. As for the sprites, I took movement references from MVC and some other games that have Wolverine, but only references for the movements, I won't use the sprites themselves.
 
Hi,

Seems more like a 3D game than a 2D game then, no ? To me, what makes a game 2D or 3D is not the way it's rendered, but how it works gameplay wise. In that sense, what you're trying to make is more a 3D game than a 2D one.

Animation wise, I don't think it's possible to do handle what you want with basics OpenBOR features, but it should be possible to do with relatively simple scripts detecting keys and direction.

Still, if you really plan to have attacks in all directions, that will be a lot of work to do in a sprite-based engine... So if were you I'd really make sure this is the game concept you want.

For example, if you keep movement in 8 directions but only allow attacks to the left or to the right, then everything becomes a lot more simpler to do. And then you have something a lot closer to a 2D brawler game. I think the majority of OpenBOR games work like that actually (it's just that there is no specific animation for each of the 8 directions, but you can still move your character in these directions).

yes, basically it would be a 2D simulating a 3D I put it this way to make it easier to explain.
and I'm aware that it really isn't such a simple proposition, the hardest part is the script part, making these sprites isn't as difficult as it seems, I even have several sketches of other movements here.
 
@JnsSvr
if its going to be a simple beathem-up

then i recommend that you play turtles in time for the Snes and THEN play re-shelled.
no money needs to be spent, and you dont need a 360 or PS3...
some people i know who liked the arcade/snes game do not like re-shelled, because of the 8 directonial attacks of enemies and main characters.... and i had to explain to them that was the reason, some could not figure it out for a while.
some thought the too smooth animations where the problem, but it think it is a small part...

personally i think it just made the game a bit harder

if you play those 2 games and fall under that category, & you feel sometihng is wrong, then ask yourself how can i avoid this on my game, what changes or style of combat wil the characters need so it does not feel awckward,

gauntlet and gate of doom are more akin to Vampire savior, where enemies just go puff and are most one hit adn they die, like mowing the lawn.....

on the other hand, an 8 directional beathemup with enemies that can be knocked down and then get up a couple of times is a rare animal,
i would use grappels and combos like those used by 8 directional wrestling games...

the only problem i see is that if you want to feature ramps, Openbor as far as i know cant provide you ramps in 8 directions... only from side to side and profiled.
maybe script can make cuboids
1715137585908.png
and inverted couboids for hills and valley terrains
and/Or triangular prisms for ramps... but if not then some stuff can be planned and faked using walls...
 
Hi guys!! Im new here, I'm trying a project but I'm very new to this engine, I'm learning the basics but I wanted some help because what I want to do is something a little different. The idea is to make a 2D Marvel Ultimate Alliance with movement in 8 directions and attacks also in these directions, I'm drawing the sprites myself.

View attachment 7869


So, my question at the moment is how to use an animation of walking towards the diagonal and attacks in that direction, whoever can help with some future questions I would really appreciate it, thank you for your attention.
Can you explain your steps of creation of graphics ?
Seems like there is a heavy 3D base here before line art/pixel work
 
Wow, your graphics are very cool but I agree with other dudes, it looks like a heavy work, even a 2D beat'em up game you need to set lots of work, I can imagine it's too difficult in 8 directional beath'em up game.
 
Can you explain your steps of creation of graphics ?
Seems like there is a heavy 3D base here before line art/pixel work

That's it, a 3D sketch to be more practical and precise in the angles, first of all I make the movements with the 3D base, all done on my phone, then I clean the frames and apply the palettes in photoshop.
That's why I said in Grit's comments above that it's not as difficult as it seems.
 
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Wow, your graphics are very cool but I agree with other dudes, it looks like a heavy work, even a 2D beat'em up game you need to set lots of work, I can imagine it's too difficult in 8 directional beath'em up game.

thanks man!! I'm really happy to see that you liked the sprites, I'll try to improve this more and more. But as I've been saying, it's not that difficult, in practice I only have to do the animations in 5 directions, because then everything is mirrored to the left. Attack animations are generally 3 frames depending on the movement, so the hardest part will be the coding part.
 
@JnsSvr
if its going to be a simple beathem-up

then i recommend that you play turtles in time for the Snes and THEN play re-shelled.
no money needs to be spent, and you dont need a 360 or PS3...
some people i know who liked the arcade/snes game do not like re-shelled, because of the 8 directonial attacks of enemies and main characters.... and i had to explain to them that was the reason, some could not figure it out for a while.
some thought the too smooth animations where the problem, but it think it is a small part...

personally i think it just made the game a bit harder

if you play those 2 games and fall under that category, & you feel sometihng is wrong, then ask yourself how can i avoid this on my game, what changes or style of combat wil the characters need so it does not feel awckward,

gauntlet and gate of doom are more akin to Vampire savior, where enemies just go puff and are most one hit adn they die, like mowing the lawn.....

on the other hand, an 8 directional beathemup with enemies that can be knocked down and then get up a couple of times is a rare animal,
i would use grappels and combos like those used by 8 directional wrestling games...

the only problem i see is that if you want to feature ramps, Openbor as far as i know cant provide you ramps in 8 directions... only from side to side and profiled.
maybe script can make cuboids
View attachment 7882
and inverted couboids for hills and valley terrains
and/Or triangular prisms for ramps... but if not then some stuff can be planned and faked using walls...

I've always really liked games with this type of movement, I've played several and I really wish they were more present in Openbor, For me it's an evolution of side scrolling/beat em up games 😂😂
but I understand that it is very difficult to do something like this but I still want to try since it is possible in openbor, at least the graphical part is not that difficult to do in this case.
I've already played TMNT re - shelled with 3 other friends and the gameplay being like that is what made me like the game even more.
The best thing is that you can try many possibilities with this type of movement, such as doing some stages in the biker mice from mars style when there are some map transitions in the context of the story, like what Zvitor does in his openbor games, so the we get into the subject of ramps and other things that can make up these stages, but we'll see that over time.
 
Interesting concept. I'm with the others in that while certainly doable from a technical standpoint (you will need to do a lot of scripting though), I don't see the practical value. All those extra animations for up/down/diagonal attacks could go to different moves and tactics elsewhere. Many of which could make better use of the Z axis.

That said, have you considered a system like Ikari Warriors, where direction and movement are controlled separately? That might make for some interesting dynamics.


Either way, welcome to the community and good luck on your project!

DC
 
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